[Video Tut]Making your first Halo 2 Vista Map

Post tutorials for Halo2 Vista editing here.
lechatsauvage





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Post by lechatsauvage »

Very good tut, thank you!!!
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MilyardoX2




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Post by MilyardoX2 »

i can't make .ass's! Could you please upload your .ass plugin. and if you could upload it then it would help alot.
thanks in advance, BTW the tutorial helped
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Post by CowFromMars »

MilyardoX2 wrote:i can't make .ass's! Could you please upload your .ass plugin. and if you could upload it then it would help alot.
thanks in advance, BTW the tutorial helped
The .ass plugin is included with the Halo 2 Vista game.
Signatures are for losers.
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McJix
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Post by McJix »

I could see if I can make a tutorial. I've figured out how to make maps, ect.

In the tutorial, I'd show how to do various techniques, show Sapein use, Guerilla use, and naming your maps.

But, whats the program I need to record my desktop? And, if it is not in a trial format.

EDIT: Actually, I think fraps would work, since its conter showed outside of the games I played and on my desktop.
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Post by SINERGY »

Check out a tutorial I wrote, it's very basic but it's meant for people just starting out. http://www.h2vmods.com/forums/viewtopic.php?t=24
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McJix
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Post by McJix »

Thats pretty good for an image tutorial.
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Post by SINERGY »

But, whats the program I need to record my desktop? And, if it is not in a trial format.
Most people use camtasia.
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McJix
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Post by McJix »

I found out that fraps will work, you just have to glitch it, and I know how to do that too. The only problem is that the frame counter doesnt disappear when you record.
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Post by LuxuriousMeat »

I felt like trying this again so I followed the tutorial and I used TheGhosts Max .ass exporter for 3ds Max 9 and my map exported fine and when I go to compile it with the ass compiler I get this:
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But it compiles so I go on and I open the scenario in Sapien and I wait for it to laod and when it's on step 2(Compiling Scripts) I get this error:
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And I have tried doing it over again, still same thing.
And sorry for the bump.
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Post by Argetlam »

You need to add light when you compile the .ass file.
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McJix
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Post by McJix »

LuxuriousMeat wrote:I felt like trying this again so I followed the tutorial and I used TheGhosts Max .ass exporter for 3ds Max 9 and my map exported fine and when I go to compile it with the ass compiler I get this
Look at the yellow boxed area of that image:

it should be f_im flat_light_scratchy
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Post by LuxuriousMeat »

McJix wrote:
LuxuriousMeat wrote:I felt like trying this again so I followed the tutorial and I used TheGhosts Max .ass exporter for 3ds Max 9 and my map exported fine and when I go to compile it with the ass compiler I get this
Look at the yellow boxed area of that image:

it should be f_im flat_light_scratchy
Oh, wow, I feel stupid now. Well when i kept getting those errors, I just tooke the example scenario and edited it to use my BSP and that worked, but since you told me that I wont have to yay.
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McJix
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Post by McJix »

Lol, he is a little hard to understand. Fortunatly I read the Bungie's included version first.
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Post by LuxuriousMeat »

Well, that fixed that problem, but for some reason I get this on all of my objects in my map.
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I know it's bad, but I don't exactly know whats wrong. And now after I get that(didn't always happen) when I compile my map my command prompt just says "Press any key to continue...".
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McJix
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Post by McJix »

You have to center your b_levelroot (which has to be a sphere) at 0,0,0 on the X,Y, an Z axis.
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Post by LuxuriousMeat »

I get that error for every object, and my b_levelroot is it 0, 0, 0 and it is a sphere.
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McJix
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Post by McJix »

Is all of your objects linked correctly to the sphere?
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Post by LuxuriousMeat »

I think so.
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And also, for some reason, out of no where, when ever I apply my material to my object the material id changes to 3 no matter what and it won't stay on one or two.
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Post by BrainEater »

If your box is your level, you need to attach those Prisms to the box. I dont mean by linking them i mean actually attaching them in 3DS Max
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Post by llama_juice »

Or instance them... just throw a % in the object name
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